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NBA 2K17 News Post


What’s up, 2K fans?! Mike Wang here to give you the scoop on some of the hotness our gameplay team has in store for you this year! I know a lot of news has already come out about some of the gameplay features for NBA 2K17 but hopefully this blog can give you a fuller picture of what to expect when you get your hands on the game and clear up some of the questions you might have. So let’s jump into it!

Read More - NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Game: NBA 2K17Reader Score: 7/10 - Vote Now
Platform: PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 14 - View All
Member Comments
# 301 23 @ 09/01/16 11:05 PM
Quote:
Originally Posted by Beluba
I wouldn't use the word lit. Mostly because I don't use the word lit. It's a pretty good game though.
Quote:
Originally Posted by LD2k
23, you heard it from Mike here 1st. It's lit.
He forgot to put

#NBA2K17
#THISISNOTAGAME
#NOLONGERJUSTFIRE
 
# 302 JazzMan @ 09/01/16 11:05 PM
Hey Mike,

I know All-Star Teamup isn't the most popular mode on 2k. But I'm hoping it's still in the game and got some love as well. One of me and my group's favorite modes to run since we typically get 6 to 10 people on 2k some nights.

Can we now select every classic team's starter at every position? I remember on 2k16 there was a lot of notable players on those classic teams left out of the mode, like Rip Hamilton, Ray Allen, Steve Nash (Dallas), Shawn Marion, and guys like that.

Thanks in advance and keep up the good work man!

Sent from my SM-G935V using Tapatalk
 
# 303 Speedy @ 09/01/16 11:07 PM
Quote:
Originally Posted by Beluba
It's confusing I know.

2 years ago, you picked a release and base and we blended those two animations to create a frankenstein jump shot.

Last year, you could only pick a single motion captured animation.

With the shot creator, you can pick two releases and set how much we blend toward one or the other. So for example...

this would be a perfect tween between 2 guys:
Kobe release = 50%
Steph release = 50%

this would mostly look like Kobe, but some of Steph's motion would be there:
Kobe = 80%
Steph = 20%

Then you pick a base (how the player jumps)

So essentially, you're frankenstein-ing 3 animations together. It's pretty cool tech. but basically, just play around with it until you get the jumper to look the way you want in the previewer. Then play around with it in practice mode to see if it feels right to you.

And you should note, the Shot Creator isn't instantly available in MyCAREER. It comes as a reward in the mode.


How I wish MLB: The Show would do this.
 
# 304 Rockie_Fresh88 @ 09/01/16 11:11 PM
Gotta unlock that shot creator .
 
# 305 23 @ 09/01/16 11:22 PM
Quote:
Originally Posted by Dione2014
For all of those guys who were certain there was no rubberbanding (CPU attribute boosting) in 2K. I've always been around these forums and one person I specifically remember Saying along with a few others (who's names i don't recall) that there was no rubberbanding or attribute boost in 2K was a guy named 23. Well people there's the proof. I'm just glad they finally addressed the issue. I think it's safe to say that We all get a W in this instance. Nobody likes cheesy A.I.


Words of Mike Wang himself,

"we also greatly flattened out the boosts that the CPU was getting on Hall of Fame difficulty and have put more of a focus on making the game tougher through making the AI more intelligent in its decision making."

You're calling mike wang a liar?



So... I usually don't write books, but it's sad that this has to be repeated time and again every single year over and over to the same people

I'm sorry to tell you that your so called "gotcha" post with "proof" has failed, but yeah it failed.


I'm only going to say this once, and afterwards never call out my name again saying you have proof and you don't.

When people say "there is rubberband AI, there is comeback code"....

The specifically mean, when they get leads, they tend to lose them, specifically in the 2nd half of the game where their runs cool down, the other team (the AI) goes on its own run while they miss shots ,etc..

This applies to all modes.





FACT: THERE IS NOT one single line of code that says, okay now make the user miss everything and you the AI make everything. It simply doesn't exist.

The AI in the game is dumb, it knows nothing until there is something coded to tell it what to do. So Mike tried to let people know, as well as Da_Czar and many others, people who have seen the code, people who interact with those people to let you know that it doesn't happen.

What people like you do is ignore things like ACE, and the coach making adjustments on you, and when your same tactics stop working you start missing shots and get cold because the AI has countered. Sadly your ego can't take losing so naturally you blame the game/developer.






SECONDLY: Hall of Fame was made difficult for all of the years people kept coming here saying "the game is too easy, i got this handled I need a challenge" within a month of the games release.

That mode specifically is set to not have comeback AI, but to have the CPU take advantage of every mistake that you make. Basically your window of screwing up is shorter than any other mode, and there is your challenge.

The game is fine on other levels but you wanna be superheros who feel they have the game mastered in a week want to jump directly into HOF, then claim the game is a cheesefest to the rest of us.


Now, when you provide me evidence of the proof that this "comeback code"actually exists, and make the gameplay makers and engineers liars, then we will believe you.

What I see, you don't even understand what people mean when they say comeback or rubber band AI, and don't even realize they aren't even the same thing.

There is a lot of history on these forums that i'm sure you've missed, and may not even know where some of it started, so i'm just trying to help you.

 
# 306 Vast @ 09/01/16 11:25 PM
Quote:
We’re also now using a dynamic blending system that calculates the most ideal blend times for different parts of the body when transitioning from one animation to another in an effort to smooth out things like posture and back angle changes, facing pops, etc. while still maintaining the responsiveness that gameplay animations require. One of our engineers also created a new limb collision system that combines animation and a physical simulation to allow limbs to collide with other objects/players and react in a more natural and dynamic way. Sometimes you have to pause the game and watch a replay up close to appreciate just how amazing the tech is. We’ve seen players get wrapped up during rebounds, react to glancing collisions as players brush past each other and everything in between. It really brings the game to life and most of the time we can’t tell if the new limb collision system is at work or if we’re watching


I've been waiting for this my whole life. lol
 
# 307 Ball2Win3 @ 09/01/16 11:30 PM
I hope they keep all these improvements they have put into the game... Last year once they dumb down the game with one of the patches, because people were complaining it was too hard to score. It took the joy of the game away from me. And I barely played it after that.


Sent from my iPhone using Tapatalk
 
# 308 LorenzoDC @ 09/01/16 11:30 PM
Quote:
Originally Posted by Vast


I've been waiting for this my whole life. lol
What, you're not going to miss players morphing through defenders for layups, the ball morphing through guys heads for another guy to get the rebound, and the occasional dislocated arm flying out of a socket and falling back into place during contact under the rim?

 
# 309 The 24th Letter @ 09/01/16 11:33 PM
Quote:
Originally Posted by 23
Spoiler
">
Spoiler
Yeah, whatever.

See you in the

"They HAVE to get rid of comeback code" thread in 3 months.
 
# 310 LorenzoDC @ 09/01/16 11:36 PM
Quote:
Originally Posted by The 24th Letter
Yeah, whatever.

See you in the

"They HAVE to get rid of comeback code" thread in 3 months.
That's why I bookmarked this. Gonna have it ready, and spam it as necessary.

Quote:
As for the momentum thing, there's really nothing more I can say. It still doesn't exist. The only features that might manifest themselves as rubberbanding would be the hot/cold streak system (which has zero knowledge of time and score) and ACE. I think what happens with a lot of people is that they tend to let up when they have a big lead, or vice versa, tend to concentrate more when they're trailing. Executing poorly could lead to an increase in cold streaks while concentrating would tend toward hot. So you'd see runs in either direction there. ACE is, by nature, an adaptive system. So whether it's the offensive AI learning what's successful and continuing to exploit it, or the defensive AI adjusting to your gameplan and stopping you, that might also look like rubberbanding? Not sure what else to say. The only explicit rubberband code that was ever in 2K since I've been here is the Clutch Factor stuff from circa 2K5. But that was eliminated LONG ago.
 
# 311 Baebae32 @ 09/01/16 11:37 PM
Quote:
Originally Posted by redux1000
I won't derail the thread w/ any additional posts on this topic, but I take the non-answer on this to mean no. If true, very disappointing as it is a realism killer in my opinion for CPU offenses and as a result user defenses. The pick and roll/pop is an absolutely integral part of today's NBA and to have AI ballhandlers only be able to go in one direction in an on ball screen situation is a huge oversight. I'm actually very surprised more people here aren't concerned/interested about this with how many that consider themselves wanting a pure simulation experience.

Sent from my Nexus 5X using Tapatalk
You arent the only one who was waiting to hear the answer to the question you proposed. Ball screen rejection is a lethal tactic in real life. Hopefully the AI will grow to the point where there is a tendency that dictates how often a guy rejects the screen.
 
# 312 Jrocc23 @ 09/01/16 11:44 PM
I am wondering if the canned foul animations was reworked or at least tuned down so it wouldn't happen as much. One of the very few issues I have w/ the gameplay.


Sent from my iPhone using Tapatalk
 
# 313 Vast @ 09/01/16 11:45 PM
Quote:
Originally Posted by LorenzoDC
What, you're not going to miss players morphing through defenders for layups, the ball morphing through guys heads for another guy to get the rebound, and the occasional dislocated arm flying out of a socket and falling back into place during contact under the rim?

Haha not one bit. My biggest gripe was when my hand would go through the ball when i should've blocked it. Love these guys and how they are treating this game on the gameplay front.
 
# 314 23 @ 09/01/16 11:46 PM
Quote:
Originally Posted by The 24th Letter
Yeah, whatever.

See you in the

"They HAVE to get rid of comeback code" thread in 3 months.
...and then I will ask for the actual CODE

Since I went to school for web design this year, I know a little about code.

So if they can't provide me with that, then pffft....
 
# 315 exposedaking @ 09/01/16 11:47 PM
Mr Wang,

Can we please have tv cycle cams back from previous games..it added so much more to the immersion.

Sent from my SM-G935P using Tapatalk
 
# 316 ProfessaPackMan @ 09/01/16 11:48 PM
Dre out here looking like OJ with that essay. Longest post I've seen my man type since I've been on OS.[emoji38]

You know the drill...spoiler that **** bruh lol jk
 
# 317 MarkWilliam @ 09/02/16 12:00 AM
Just if he sees this, thanks Mike Wang.

Amazing stuff.

Edit: Also for taking the time to answer all the questions. This is the stuff we LOVE about 2K.
 
# 318 MarkWilliam @ 09/02/16 12:07 AM
Quote:
Originally Posted by Beluba
That's a good question for Zach to answer. I don't know how many of his new post moves/shots are signature vs. packaged by player type. I have seen the AI use the post game quite a bit though. Young Shaq is a beast down there now.

We fixed post dunks this year too. So if you have a runt guarding a big down on the block, you can back him down and dunk pretty easily this year.
But do it QUICKLY because we KNOW OG got the AI help coming fast.....
 
# 319 Beluba @ 09/02/16 12:34 AM
Quote:
Originally Posted by exposedaking
Mr Wang,

Can we please have tv cycle cams back from previous games..it added so much more to the immersion.

Sent from my SM-G935P using Tapatalk


Appreciate seeing this. I was so proud of myself when it first went in. Thought it would revolutionize sports games. But nobody cared and it died a quick death. Lol.

I can talk to presentation since I'm not really doing cameras much anymore. Maybe someone can add it next year.
 
# 320 Beluba @ 09/02/16 12:37 AM
Quote:
Originally Posted by JwP23
Hello Mike, I was just wondering..if you have to sprint+double tap to pull spin jumpers, how would jumpers like this work? Half rotate SS + shot button maybe?


Not sure if you can pull these off exactly like the vids. But if you get the right post engage (hold LT/L2) then pull off a shimmy shot (RT/R2+RS Away) you can get pretty close.
 


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